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Implement OGL sampler cache. Allows binding a texture multiple times with different parameters. Also possibly gives a very small speed improvement.
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@ -217,6 +217,7 @@ void VertexManager::vFlush()
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{
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if (usedtextures & (1 << i))
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{
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g_renderer->SetSamplerState(i % 4, i / 4);
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FourTexUnits &tex = bpmem.tex[i >> 2];
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TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i,
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(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
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